



The Empire of Orlais
The Orlesian Empire stands as the cultural and military behemoth of southern Thedas. It is a nation basking in newfound Andrastian zeal and imperial ambition under the visionary rule of Emperor Kordillus Drakon I
Only a few years ago, Drakon unified the fractious tribes of Orlais and declared the Chantry the state religion, crowning Justinia I as the first Divine in Val Royeaux
With the Chantry’s birth and the Chant of Light echoing through every city square, Orlais styles itself the righteous heart of Thedas. Its influence is rising swiftly. The empire’s military victories and pious fervor go hand-in-hand.
Proud, wealthy, and devout, Orlais is a realm on the ascent, convinced that it is the Maker’s chosen instrument to bring unity and civilization to a war-torn world.
History
Two of the human tribes that arrived in Thedas, the Ciriane and Inghirsh, settled in the region that became known as Orlais and were the ancestors of modern Orlesians. The Ciriane settled in central Orlais and were loosely defined and culturally rich. The Inghirsh, who settled in northern Orlais and southern Tevinter, were easily defeated in their conflict against the Neromenians, as they were a decentralized and nomadic people. Survivors of the conflict were absorbed into the Ciriane or Planasene, a tribe settled in present-day Nevarra. The Ciriane people, who were largely isolated, remained a strong and distinct group until the founding of Orlais.
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At the outbreak of the Blight, the Ciriane fought besides the Tevinters and the Grey Wardens in order to defeat the Archdemon Dumat in -203 Ancient. Later on, during the Exalted March against the Tevinter Imperium, Andraste expelled the Tevinters from a large portion of Orlais. In -165 Ancient, after the end of the war, Maferath divided the lands of southern Thedas between himself and his sons. His eldest, Isorath, was put in charge of the lands west of the Fereldan Valley and tasked with unifying the disparate Ciriane tribes.
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When Archon Hessarian revealed Maferath's betrayal of Andraste in -160 Ancient, Isorath initially managed to retain control of Orlais. However, his brother Verald lost control of Nevarra City and fled to Orlais, engaging in a lengthy power struggle to take it from his older brother. In -155 Ancient, the Ciriane united into a kingdom in a moment known as the Grand Unification, a forced campaign of sweeping changes meant to favor centralized trade and power in an attempt to create more efficient barriers against the likelihood of a Tevinter return to conquest.
He leveled several existing cities to create Val Royeaux, the capital of his new nation, which he named Orlais. Jeshavis, angered by the forced unification of her people and unwilling to be ruled by the Alamarri, manipulated Verald into murdering his brother and all his direct children.
After he married her to bring legitimacy to his claim, Jeshavis had him killed as well and became the first female chieftain of the Ciriane, or gyðja. She went on to rule for forty-two years. She is known as the "Mother of Orlais" and sometimes credited for creating the Game.
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in -3 Ancient, Kordillus Drakon was crowned ruler of the Empire of Orlais. His first act was to declare the Chantry as the official religion of the empire. After four years, the Nevarran Accords were signed and the Inquisition was merged into the Chantry to form the militant arm of Templars. Olessa of Montsimmard, the only female general in Drakon's armies, was chosen as the first Divine. She was crowned Divine Justinia I in 1:01 Divine.
The free use of magic has now been declared illegal in Orlais except by those mages operating under the direct auspices of the Chantry.

Faction Perks
The Empire of Orlais prioritizes the expansion of its borders, adherence and proliferation of the Orlesian Chantry's teachings, and the prosperity of the Empire.
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Whispers of the Court
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Cost: Obtained on Alignment, 100 Silvers
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Requirements: Orlesian Empire Aligned
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Effect: Your clan's members receive +3 Perception, +3 Deceit, and +3 Courtesy.
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IC: To serve the greatest Empire in the world means You must play the grand game, or risk fading into obscurity.
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Blessings of the Chantry
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Cost: 15 Influence, 200 Silvers
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Requirements: Orlesian Empire Aligned
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Effect: Your clan's members receive +3 Lore, +3 Devotion, and a weekly kit that grants +15 silver.
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IC: Tutored in the teachings of the Chantry and the Maker; go forth and spread his word.
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Commoner's Tithes
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Cost: 30 Influence, 300 Silvers
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Requirements: Blessings of the Chantry
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Effect: Your clan's members receive an additional common material whenever they use a Gather ability.
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IC: Your influence and desire to expand Orlesian influence is noted! Your just reward a share of the spoils.
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Exalted March
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Cost: 45 Influence, 400 Silvers
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Requirements: Commoner's Tithes
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Effect: When your clan declares war on another clan that is not aligned with the Orlesian Empire, the influence cost is reduced by three and the silver cost by fifty.
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IC: The dream of an Empire spreading across the four corners of Thedas is the ultimate ambition.
Culture
The bare face in Orlais is considered Gauche, especially among commoners or foreigners.
Orlesian society is stratified, though unlike the Imperium, any can rise to power with the right political moves. At the top sit the great noble houses, families of ancient pedigree and immense wealth, who consider it their right, granted by the Maker, to rule. These nobles are notorious for their extravagance. Both men and women don ornate cosmetics and wear elaborate masks in public, a signature Orlesian custom that denotes lineage and status.
Each noble family’s mask design is hereditary, as recognizable as a coat of arms, even servants don simpler versions of their lord’s mask to display whom they serve.
Fashion, art, and etiquette are weapons as much as adornments; an Orlesian aristocrat must appear cultured and magnifique at all times. They host lavish soirées and balls where every gesture, dress color, and turn of phrase is laden with meaning. Ostensibly these are mere social amusements, but in truth they are stages upon which the nobles play out the 'Grand Game'—a subtle war of scandals, favors, and ever-shifting alliances.
Life below the aristocracy is markedly less glamorous. The majority of Orlesians are commoners—from urban laborers and craftsmen to rural freeholders farming the land. They work hard under the shadow of the grand estates, largely excluded from the halls of power. Many peasants live in modest villages, owing fealty (and taxes) to local lords. During wartime, nobles are known to conscript peasants into service by force, filling the ranks of the army with those who have little choice.
It is a hard existence, alleviated mainly by the Chantry’s spiritual promise. The common folk are devout; Chantry brothers and sisters minister to them, offering hope of the Maker’s grace amid worldly hardships. Many commoners genuinely revere the empire’s holy mission and take pride in Orlais’s ascendancy, even if they privately envy the nobility’s luxuries. The class divide is stark—a poor farmer might go hungry so that a duchess can host a sumptuous feast—yet there remains a shared national identity in the faith. The Chant of Light gives comfort that all souls, highborn or low, have a place in the Maker’s plan
Organization
Orlais is governed as an absolute monarchy, centered around the authority of Emperor Drakon I. The Council of Heralds manages noble titles and lineage legitimacy, but the real power lies in imperial decrees and the shifting influence of noble factions engaged in the Grand Game.
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The Imperial Army, structured around professional soldiers and noble-led chevaliers, serves as the Empire’s primary military force. Heavy cavalry tactics combined with disciplined infantry and siege engineers make Orlais’s forces highly effective.
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The following is a simpler breakdown of the Empire's organization:
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Emperor Kordillus Drakon I: holds absolute authority, ruling by divine right. He is the central political, military, and religious figure of the Empire, the Empire claims he is the Maker's chosen representative on earth. The royal family directly supports Drakon's reign.
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Chantry: led spiritually by Divine Justinia I, the Chantry is the dominant religious institution. It maintains moral oversight of nobles and commoners alike, and advising the Emperor directly. It sets laws regarding magic and spiritual conformity, enforcing them through Templars and Seekers of Truth.
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Nobility: comprising powerful noble families with control over vast lands, wealth, and political influence. They actively participate in the Grand Game. Success in the Game is vital for maintaining or advancing noble status.
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Commoners: the vast majority of Orlesians, including farmers, laborers, merchants, artisans, and servants. They have minimal direct political power and limited social mobility. With the right cards played, however, one can find themselves at the table for the Grand Game quickly.

To wield any notion of power, prestige or influence in Orlais. One must submit themselves and contend in the grand game.
Faction Relations
The Alamarri Freeholds: An unruly collection of tribes scattered across Ferelden's untamed southlands. Their fierce independence proved useful during Andraste’s Exalted March against Tevinter, their current refusal to embrace civilized governance makes them little more than stubborn barbarians playing at sovereignty. Their potential remains squandered in meaningless feuds and primitive superstition.
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The Tevinter Imperium: A decaying relic clinging desperately to faded glories. While once a formidable empire, their unchecked indulgence in forbidden magic and reliance on slave labor reveals moral decay and weakness. Their stubborn adherence to outdated traditions blinds them to the true strength of faith and unity.
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Freelancers: Necessary, if distasteful, tools employed to handle tasks unworthy of Orlesian nobility. These mercenaries serve adequately in securing trade routes, guarding remote holdings, and managing unsavory affairs discreetly.

From the West and to the East of Thedas, the Empire will crest the horizon beneath the rule of throne and chantry.

Aligning with The Empire
A landscape of etiquette, tradition, and devotion that can be narrowed down to simply understanding the Grand Game. If a group's leader can navigate the Game, they can survive in Orlais.
Entry into upper Orlesian society often requires wealth, land, and a sizeable network of allies, and rivals. Drama, theatrics, it all adds to whether someone will be considered influential, or a bore. Skillfully managing appearances, the right amount of intriguing scandals or displays of prowess, swiftly elevate one's status.
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Those who do not embrace Orlais's intricate social customs or openly challenge the subtle game are quietly removed from court life. If it's not through quiet shunning and distancing, it is through outright assassination. The Game must be played, and if it is dishonored, entire swathes of land and legions of soldiers can be reorganized to be another's instead.
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Championing the Empire's vision, the supremacy of Emperor Drakon and the Chantry's divine right, will make joining the Orlesian Empire an easier task. Financial backing and an ornate estate will seal the deal.​
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In Orlais, status is measured not by raw power, but charisma. If you can influence opinion, do away with the idea of perception being reality, and master subtlety, you will have only just begun to play the Game. Success is reserved for those who make every interaction a performance, every gesture meaningful, and know how to manage alliances and betrayals.

Orlesian empire Player Clans

The Faceless Court
“Faith does not ask to be seen. Only followed.”
In the shadowed corners of Orlais—where the Chant is performed as theatre and the Grand Game drowns out the Divine—there are still those who kneel without audience.
The Faceless Court is a quiet congregation of Andraste’s faithful: Templars, clergy, and devoted layfolk who serve not for praise, but for purpose. We are not an order. We are not a cause. We are a veil drawn over the flame—preserving what should never be lost.
We do not shout doctrine. We do not seek reform. We gather because the light still matters, even when seen only by those who choose to guard it in silence.
Clan Perks
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Orlesian Empire - Tier 1
Whispers of the Court
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Forces - Tier 0
None
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Secrets - Tier 0
None
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Connections - Tier 0
None
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Settlement Upgrades
None
Clan Leader
Silvain Vauclain

Sacred Blood
A mage circle with their Templar accompaniment, the Circle of Andraste's Sacred Blood is a newly-formed mage circle native to Orlais.
Clan Perks
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Orlesian Empire - Tier 1
Whispers of the Court
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Forces - Tier 0
None
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Secrets - Tier 0
None
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Connections - Tier 0
None
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Settlement Upgrades
None
Clan Leader
Martine
Clan Name

Clan Description
Clan Perks
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Orlesian Empire - Tier 1
Whispers of the Court
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Forces - Tier 0
None
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Secrets - Tier 0
None
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Connections - Tier 0
None
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Settlement Upgrades
None
Clan Leader
Clan Leader
